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Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Jennifer M. Vandiver – ProQuest LLC, 2024
The present study investigated the experiences of educators who taught in the virtual world Second LifeĀ®. Second Life has shown promise in the field of higher education but identified gaps exist: the identification of a set of best practices, a foundational theory, and educators' experiences using Second Life in higher education. Using a single…
Descriptors: Teacher Attitudes, Computer Games, Computer Mediated Communication, Technology Integration
Aradhana Gandhi; Sunaina Kuknor – Education & Training, 2024
Purpose: The study aimed to capture student experience during virtual internships by identifying the facilitators and barriers during their experiential learning journey. The students were pursuing their Master's in Business Administration (MBA) program at a business school in India. The authors shed light on the impact of COVID-19 pandemic on the…
Descriptors: Internship Programs, Computer Mediated Communication, Administrator Education, Experiential Learning
Carolin Fuchs – Educational Linguistics, 2021
This study contributes to the growing body of research on telecollaboration in Asia-Pacific contexts. Grounded in experiential learning, the goal of this Hong Kong-U.S. project is to promote autonomy in undergraduate education in the Hong Kong context. Participants include 55 undergraduate English majors at a public research university in Hong…
Descriptors: Experiential Learning, International Cooperation, Educational Cooperation, Undergraduate Students
Chen, Cheryl Wei-yu – Pedagogies: An International Journal, 2018
Cyberbullying takes place when the Internet is used purposefully to cause harm or discomfort to a specific person or group of persons. Because of the fast growth of digital technologies, cyberbullying is replacing physical bullying and becoming a prevalent social problem around the world. This study outlines the author's efforts of integrating…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Bullying
DeMers, Michael N. – International Journal of Virtual and Personal Learning Environments, 2010
Second Life is increasingly being used as a venue for education, especially for delivery of online instruction where social presence and community building are essential components. Despite its robust 3-D modeling tools and powerful scripting language, many educational uses of Second Life are limited to passive forms of content delivery that often…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Hannay, Maureen; Kitahara, Robert; Fretwell, Cherie – Journal of Instructional Pedagogies, 2010
As the method we use to measure the effectiveness of educational institutions changes to focus more on learning outcomes rather than learning processes, teaching styles may need to adapt to facilitate this approach to evaluation. This paper proposes several strategies to build a more student-focused classroom including the…
Descriptors: Teaching Methods, Instructional Effectiveness, Active Learning, Learner Controlled Instruction
Williams, Jo; Chinn, Susan J. – Journal of Information Systems Education, 2009
Increased attention to student engagement and active learning strategies have become particularly relevant in today's classroom environments. These approaches are also considered to be meaningful when teaching "net generation" students who have different styles and expectations. This study attempts to address these challenges through the…
Descriptors: Learning Strategies, Experiential Learning, Active Learning, Information Technology

Talbott, Steve – Internet and Higher Education, 1998
Argues that distance-education technologies do not necessarily bring people close to each other and to the world. Discusses the central educational requirement for students to discover an inner connection to the subject matter and how to hold these technologies in a human balance. Recommends opportunities for students to experience the world, in…
Descriptors: Active Learning, Childhood Needs, Communication (Thought Transfer), Computer Mediated Communication

Repman, Judi; Logan, Suzanne – TechTrends, 1996
Explores techniques for creating cohesive active learning communities in which information can be linked to real-world experiences. Discusses four types of interactions that take place in distance learning environments: learner-content, learner-instructor, learner-learner, and learner-interface. Offers strategies for overcoming common barriers to…
Descriptors: Active Learning, Computer Assisted Instruction, Computer Mediated Communication, Cooperative Learning